v0.0.20 - Just a QuickFix - Thanks for the REVIEW U_B_i
v0.0.20 - Just a QuickFix - Thanks for the REVIEW U_B_i - Fixed the way that parasites pauses buildings (An inifinite loop was lagging the game) - Added K button to switch between Parasinte on the same planet you are on
Full notes
Full Hexfactory update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition0 changes0 removals
UI and audio
fixedv0.0.20 - Just a QuickFix - Thanks for the REVIEW U_B_i - Fixed the way that parasites pauses buildings (An inifinite loop was lagging the game) - Added K button to switch between Parasinte on the same planet you are on. - Reduced stone requirements from Concrete - Buffed Engineers house (Double population/Double $/Consumption reduced) - Build Menu forces Lavosier e Orange Juice factories to Miner TAB - Added Turret MK2, Double radius and 30% faster - All roads can be built on Oil, Gold and Marble tile - Buildings TAB HUD: Fixed appearing Factory HQ 1/1 - Factory moon HQ 2/2 / Hexscaping (Removed) Added Solar Panels difference - Reduce microchip consumption on computer from 5 to 2
addedMake separate panels with Moon information and Earth information (Tiles/Buildings/Etc) - Engineer Complex Reseach including the efficiency beacon to make all adjacent factories produce 30% faster - Only manufacturer - Manufacturer Efficiency Beacon - And Biomass Burner Generator. - Finish Turret (Animations) / Visual differences between MK1 and MK2 - More tests and modifications in the GAMEMODE (At War) - Experimental -> If someone wants to test it, it have the alpha in the game. A lot of balance to do. - New GAMEMODE (Logistic Madness) - Experimental - All production more filters: demand > production - All production FIX showing 2 times when selecting. Review all of this system. - if i remove unmarked one the other one still on marked - UI Scaling - Pipette mode: CHECKBOX ON HUD: (Right button copy, Left button paste on a widget) - Mouse turns into a pipette (By Astradaha) - Change statistic widget to something to show more numbers of what we have, and what is been produced - New playerCard data: (Thanks U_B_i) Total Land/Tile Explored : (both earth and moon) Total Land/Tile Explored on Earth : Total Land/Tile Explored on Moon : Total Building : (both earth and moon) Total Building on Earth : Total Building on Moon : Total Roads : (both earth and moon) Total Roads on Earth : Total Roads on Moon : Total Population : (both earth and moon) Total Population on Earth : Total Population on Moon : Current Credit : Total Credit Spend : (show how much credit has been spend) Total Gain Credit : ( credit gain - credit spend = current credit) Max Power Generated : Total Power Generated on Earth : (this is optional) Total Power Generated on Moon : (optional..) Total Donation : Total Science Generated: Current Cycle : Parasite Killed :
Hexfactory changes
fixedv0.0.20 - Just a QuickFix - Thanks for the REVIEW U_B_i - Fixed the way that parasites pauses buildings (An inifinite loop was lagging the game) - Added K button to switch between Parasinte on the same planet you are on. - Reduced stone requirements from Concrete - Buffed Engineers house (Double population/Double $/Consumption reduced) - Build Menu forces Lavosier e Orange Juice factories to Miner TAB - Added Turret MK2, Double radius and 30% faster - All roads can be built on Oil, Gold and Marble tile - Buildings TAB HUD: Fixed appearing Factory HQ 1/1 - Factory moon HQ 2/2 / Hexscaping (Removed) Added Solar Panels difference - Reduce microchip consumption on computer from 5 to 2
addedMake separate panels with Moon information and Earth information (Tiles/Buildings/Etc) - Engineer Complex Reseach including the efficiency beacon to make all adjacent factories produce 30% faster - Only manufacturer - Manufacturer Efficiency Beacon - And Biomass Burner Generator. - Finish Turret (Animations) / Visual differences between MK1 and MK2 - More tests and modifications in the GAMEMODE (At War) - Experimental -> If someone wants to test it, it have the alpha in the game. A lot of balance to do. - New GAMEMODE (Logistic Madness) - Experimental - All production more filters: demand > production - All production FIX showing 2 times when selecting. Review all of this system. - if i remove unmarked one the other one still on marked - UI Scaling - Pipette mode: CHECKBOX ON HUD: (Right button copy, Left button paste on a widget) - Mouse turns into a pipette (By Astradaha) - Change statistic widget to something to show more numbers of what we have, and what is been produced - New playerCard data: (Thanks U_B_i) Total Land/Tile Explored : (both earth and moon) Total Land/Tile Explored on Earth : Total Land/Tile Explored on Moon : Total Building : (both earth and moon) Total Building on Earth : Total Building on Moon : Total Roads : (both earth and moon) Total Roads on Earth : Total Roads on Moon : Total Population : (both earth and moon) Total Population on Earth : Total Population on Moon : Current Credit : Total Credit Spend : (show how much credit has been spend) Total Gain Credit : ( credit gain - credit spend = current credit) Max Power Generated : Total Power Generated on Earth : (this is optional) Total Power Generated on Moon : (optional..) Total Donation : Total Science Generated: Current Cycle : Parasite Killed :
v0.0.20 - Just a QuickFix - Thanks for the REVIEW U_B_i - Fixed the way that parasites pauses buildings (An inifinite loop was lagging the game) - Added K button to switch between Parasinte on the same planet you are on. - Reduced stone requirements from Concrete - Buffed Engineers house (Double population/Double $/Consumption reduced) - Build Menu forces Lavosier e Orange Juice factories to Miner TAB - Added Turret MK2, Double radius and 30% faster - All roads can be built on Oil, Gold and Marble tile - Buildings TAB HUD: Fixed appearing Factory HQ 1/1 - Factory moon HQ 2/2 / Hexscaping (Removed) Added Solar Panels difference - Reduce microchip consumption on computer from 5 to 2
NEXT: (Soon)
Make separate panels with Moon information and Earth information (Tiles/Buildings/Etc) - Engineer Complex Reseach including the efficiency beacon to make all adjacent factories produce 30% faster - Only manufacturer - Manufacturer Efficiency Beacon - And Biomass Burner Generator. - Finish Turret (Animations) / Visual differences between MK1 and MK2 - More tests and modifications in the GAMEMODE (At War) - Experimental -> If someone wants to test it, it have the alpha in the game. A lot of balance to do. - New GAMEMODE (Logistic Madness) - Experimental - All production more filters: demand > production - All production FIX showing 2 times when selecting. Review all of this system. - if i remove unmarked one the other one still on marked - UI Scaling - Pipette mode: CHECKBOX ON HUD: (Right button copy, Left button paste on a widget) - Mouse turns into a pipette (By Astradaha) - Change statistic widget to something to show more numbers of what we have, and what is been produced - New playerCard data: (Thanks U_B_i)
Total Land/Tile Explored
(both earth and moon)
Total Land/Tile Explored on Earth
Total Land/Tile Explored on Moon : Total Building : (both earth and moon)
Total Building on Earth
Total Building on Moon : Total Roads : (both earth and moon)
Total Roads on Earth
Total Roads on Moon : Total Population : (both earth and moon)
Total Population on Earth
Total Population on Moon : Current Credit : Total Credit Spend : (show how much credit has been spend)
Total Gain Credit
( credit gain - credit spend = current credit)
Max Power Generated
Total Power Generated on Earth : (this is optional)
Total Power Generated on Moon
(optional..)
Total Donation
Total Science Generated: Current Cycle : Parasite Killed :